-Previewed by Manny Nolasco
Wouldn't it be nice if for once you could play a Tactical RPG without needing a strategy guide, or not having to lose repeatedly on the same level until you've beaten it a day later? Well search no further than Super Dungeon Tactics on the PC. Currently, the game's availability is listed for the Fall of 2016; however, the good folks at Underbite Games kindly supplied us a demo for review. Consider this a first impressions analysis, as the copy we evaluated only had Tutorial and Quick Play options, minus a full campaign and understandably so.
Pick Up and Play is the game's strongest aspect that will most likely attract casual and curious gamers alike. As one would expect with any Tactical RPG, the goal of each mission is to move your characters across a grid like platform, similar to Chess or Checkers, while defeating the enemy team of monsters that share a similar setup to yours. Each character on your team has unique moving capabilities, class-type statistics, and strengths and weaknesses associated to that character's role on the team. Level objectives range from team survival, clear the map of enemies, or mission specific.
Through the use of dice, one additional edge that Super Dungeon Tactics gives its players is the random chance to temporarily boost each member of the team individually before the start of the next round. This could include assigning a healing token to a member with low health, or boosting the defense statics of the designated paladin (knight). All of this is done at the gamer's discretion, which allows for a greater sense of tactics while being driven by chance.
After playing the Quick Play feature, I was immediately thrilled at the idea of being able to create my own guild. I was not forced into having the traditional warrior, wizard, and rogue class setup, which most Tactical RPG's are tailored to. If I wanted to blindly charge into combat with a ranger, warden, and rogue character (all in which are ranged based and easily killed), I could do so foolishly. This unexpected level of freedom was a refreshing change to a game that I would've originally assumed to have an identical play-style to other games within the genre.
Conclusion: As I realize this was a demo, the potential this game has is amazing. Characters could be leveled up in the campaign, or they might be acquired under specific conditions in the mission. I was glad to see that the idea of simplicity has not been lost in the gaming world, but more importantly, has value and influence in how a game is developed. I'm looking forward to seeing the finished product!
Written by Gregg Dietz (@ChubRockGeek)
On December 29th 2014, 343 Industries opened their servers to allow players to see Halo 5 for first time. It served as both a public quality assurance test and server functionality test. 343 closed the servers down on January 19th 2015 and have claimed that this test was a rousing success. In order for players to have accessed the beta, they needed to own a copy of Halo: The Master Chief Collection.
Once downloaded, players were given one game type, Team Slayer, with 2 maps, Truth and Empire. Truth looks a lot like a classic map named Mipship where players battle on a Convenient cruiser. Empire places players on the roof of a tall building in an undisclosed city. Later 2 variations on these 2 maps were released, Regret and Eden. Regret is a crashed Truth. The foliage and ground are all on the bottom layer of the level but its functionally the same. Eden is a nighttime version of Empire. This variation has platforms and walkways added to its original layout.
Later in the beta, players were given a new game type and 2 new maps. The game type is Breakout, 2 teams of 4 players must take each other out in a series of rounds. Each round, a player is given one life, once all players on a given team are dead, the opposing team wins, first team to 5 wins gets the match. The 2 maps, Crossfire and Trench, are specifically designed for this game type and are also forge maps. On both maps, players launch in from either side and begin looking for other weapons or a strategy to survive. The last game type to unlock was strongholds which is basically king of the hill from previous halo games. Towards the end of the beta, players were given a choice during the beta on 2 forge maps to play on, Pegasus or Orion. Pegasus won and can be only described as a classic looking forge map.
The weapons are what you would expect from halo. There were 11 useable weapons in the beta and most of the them you would recognize right away. The returning ones are the Assault Rifle, Battle Rifle, DMR, Sniper Rifle, Rocket Launcher, Energy Sword (and its visual variation Prophet’s Bane), Magnum, Light Rifle, Shotgun and the SMG. All these weapons function the same as you know them to. The newest one, which was only found on the Pegasus map, the Hydra MLRS. This weapon looks like a grenade launcher but functions like a rapid fire rocket launcher. It can lock onto enemies including opposing spartans. It felt like the UNSC’s version of the plasma launcher from Halo: Reach.
The most impressive part of the beta were the visuals and sound design. It has a certain aesthetic that makes it feel like halo but new enough to be different. The textures and particle effects were something to admire while I was getting shot in the face and that’s saying something. I really enjoyed how the breakout maps looked, the tron esque design was minimal and this allowed for better concentration on playing the game and less on the surrounding areas. I can’t wait to see what’s in store with that. The sound of the guns was very satisfying. Every click and bang sounded right, including the Spartans armor as you ran around the map.
I have quite a few gripes to lay out about this beta, first would be the matchmaking. Now it could be argued that this is a beta and i’m not going to get a the full matchmaking experience and that’s fair to say. However the master chief collection’s matchmaking is still extremely broken and that was a full retail release. I do fully understand that with a beta, there are issues and it’s our job as potential consumers of said product to let the developer know of these issues so they can be resolved. There is no excuse for what happened with Halo MCC and that’s why I’m sure the matchmaking issues we found in halo 5 beta were the same.
The next thing that bothered me greatly was the weapon balancing, it was to the point that playing wasn't fun. For example as to what im talking about, my friends and i got split up in match and i wanted to test this. We found a secluded spot to test and aimed the same weapon at the same body part and fired in controlled burst. One of us would walk away every single time. Seriously, not one time was it a draw. This leads me to believe that they wanted a more dynamic rock, paper, scissors type of gameplay. But how is all this actually decided, we couldn't figure that out, it all seemed random.
The next thing that I was constantly upset with was how the game handled gun control. In halo 5, you can look down the sights of every available gun now, a completely new feature that I am behind. In previous Halo titles, if you zoom with a certain weapon and get shot while zoomed in, you zoom back out and are forced to use the weapon differently, except there is a major flaw with the beta that breaks all the fun. You aim down the sights, shoot your opponent, they fire back, you get hit, zoom back out and then wiggle around like you are sitting on top of an old dryer full of shoes. This is something that became an annoyance because you have no time to react, aiming down the sights became a death sentence and we had to learn to play without it.
The last thing I want to bring up that bothered me was some of the new functions that you can use during your gameplay. The Spartans all have booster packs attached their armor and this allows for them to do some pretty cool and fun things. During your sprint, if you press the melee button, you can perform a shoulder check. This would be great if it had any impact on the opponent. They will always walk away from this and what makes little sense is this attack looks so much stronger than regular melee but seems to have the same impact. The next thing is the ground pound attack, this move is extremely powerful and will kill any spartan that is underneath it. Unfortunately it’s the hardest thing to use because it requires you click and hold the same thumb-stick you use to move. This is a completely disjointed attack that requires too much from the player to use properly.
Overall I feel that there is a lot of potential for a great game here. I buy Halo games for the multiplayer primarily because of the way I play games. If 343 and Microsoft want my money, they are going to need to address these issues. The bright side to this is its a while away from release and there is plenty of time to resolve these issues. I have hope but I’m very cautious about this one.
What did you think of the beta? Are you looking to buy the game on release? Let us know in the comments below, on our Facebook Fan Page or tweet us @MissionStartP
Thanks for reading
Images Courtesy of 343 Industries
Written by Gregg Dietz
We here at Mission Start Podcast were tasked with bringing you the preview of Erabyss. This is a new comic series from Scattered comics and written, drawn and colored by Warin Johnson. The synopsis pulled right from their facebook page reads “Erabyss follows Vale and his friends as their world succumbs to a devastating phenomenon called Rot. Their journey to discover the source of this strange infestation turns into a horrific nightmare as the Rot begins to spawn terrifying creatures called Tyrants. No place is safe from their relentless onslaught and our heroes are forced to consider the unthinkable. In order to save their world, they must first be ready to sacrifice it.”
I really enjoyed this preview. It seems to be very rooted in supernatural lore but will take those ideas and turn them on its head. The character design is great, each detail that is added is designed to flesh out who these people are. I didn’t need to know their individual histories to understand what they were about and tha’ts so fun to read. When you do see them interact with each other, they fulfill those ideas in your head, and as a writer, Warin nailed it.
As I mentioned briefly earlier, the art is very detailed. Every line drawn has a purpose and is not wasted. There is a shot of an arm that has been cut by something, the look of the wound was great and I could feel the sincerity from the character nursing it. The story in the preview is very short and is designed for you to get a glimpse of what is to come. What I took away was how this comic will keep me coming back for more and wanting to understand what that last panel was.
If you are interested in checking this preview out for yourself, come to SacAnime August 29th-31st, 2014 to booth C19, tell’em Mission Start Podcast sent you. While you are at it, check out everything else Scattered Comics has to offer, they also will be at booths C17, C19, C21 and C23.
You can follow the ongoings of Scattered Comics on their website Here, follow them on their facebook page Here and tweet them @scatteredcomics
Thanks for reading
I recently got the chance to play the beta of battlefield Hardline on the Playstation 4. This is the new game from Visceral and Dice in the pantheon of battlefield games. This beta does not have any single player elements so this preview is from a multiplayer angle only. Battlefield Hardline is the type of game that makes me want to play battlefield again. Battlefield 4 was a major disappointment due to bugs and other balancing issues. It was also a very similar game to battlefield 3. Before I get into the game itself of Hardline, it must be said that my first battlefield was Bad Company and the first multiplayer I got into was Bad Company 2. The reason i'm telling you this is I might say things that older battlefields have done, I just simply don't know about it.
The beta had 1 large map titled “High Tension”. This map was smack dab in the middle of Los Angeles, skyscrapers that are all around you and will play a major part in how you choose to enter the fray. The best thing about playing in the middle of a city are the little nooks and crannies you can use to either defend yourself or escape danger. I loved sneaking up on someone from below them and them not even noticing me until it was too late. The biggest downside to the city level are the vehicles, they control very well but that matters for not when you aren’t able to drive very far or at top speeds. Now this is only one level so I will cut them some slack and that maybe there will be more open levels upon full release. The level does have a dynamic adjustment to it in that a large crane can fall at any point during a match, and if it does, the paths you can take are now different but not drastically.
The gameplay is very similar to Battlefield 4. the controls are a tad different but not so much so that veterans of the series couldn’t hop right in a play well. The biggest difference I noticed was the speed in which my character ran. It wasn't nearly as fast as the soldiers in other Battlefield games. If this is a way for the developers to make me feel as if the Cops and Criminals are slower because they aren't trained soldiers, then I love it. It’s the kind of subtle nuance that adds to the fresh feel of the game. As stated before, driving is very well done and feels right. In previous games, if you crashed at top speeds into a barricade or something solid, you had the chance of exploding and dying, not here though, and I know this because i'm awful at driving.
Flying a helicopter was something I wasn’t able to do in my playthrough, I rode in a helicopter and even took one down with an rpg but never flew one. I can say that the pilots I saw were very good at flying them and this had just come out so I imagine that it felt similar enough for them to maneuver in a city. In every battlefield game, you must play to unlock your new weapons and gadgets, they simply unlock the more you play and level up, not here though. Every little thing you do earns you "cash to spend", you use this to buy/unlock what ever gadget you want on your character, a few things were locked but I'm sure that was due to it being a beta. What I love about this system is that you don't need to be good to unlock that rad gun or neat skin, you just need to save up and buy it whenever you like.
There were 2 game types to play, Heist and Blood Money. Heist is exactly what it sounds like, the criminals must take the loot to the escape zone before the cops can wipe out their tickets, tickets being respawns. This mode was a blast, every time you respawn, the battle has moved and this makes for very dynamic battles. Fighting for advancement or fighting to push back are great ways to keep the game new and exciting. This will more than likely be the game I play most often.
The second was Blood Money. The idea of this game type is that there is an enormous pile of money in the middle of the map. Players must gather as much as they can and take it back to a location near their base, the first team to collect 5 million dollars is the winner. Here's where things get tricky though, players drop all their loot upon being killed, enemies can pick up that money by simply walking over it, and in order to collect money from the pile, you must hold down Square or X for a few seconds to get only $100,000. What makes this so tricky is you have two plans of attack, defend the pile of money and kill all who take it so your teammates can collect it or attack the area, gather as much as you can and haul ass back to base to collect. And one more little thing, enemies can get to your safe and take money away from your teams total. This game type was pure chaos, and I loved every second. Not knowing where I was gonna need to be, how I wanted to tackle getting money, watching my back every second was exhilarating.
My overall feelings on the beta were that it is just pure fun and I can't wait to play the full game. I wish the beta had something on the story to the single player but I know that's not why we play battlefield. I'm very excited to see the new maps and other game types, if they are as fun as this was, I'm in for the long haul. The beta is still up and running for a while so if you have a good PC or a Playstation 4, I highly recommend going to this link (http://www.battlefield.com/hardline/beta) to sign up for a copy of the closed beta.
Thanks for Reading
-Gregg Dietz (@ChubRockGeek)
Photos courtesy of EA and DICE
I’ll give Girl Fight this: unlike the Dead or Alive games, this one’s title is very clear in what its main draw. True, the DOA series presented their women well in terms of allure, but there was always enough sweaty guys bashing each other concurrently so that you were overcrowded out of your pixilated fantasy (or so I’ve been told).
Girl Fight is unique in that it supports an all-female cast, and for those of us into the fairer sex, that’s good news. However, the first objection that might be delivered could be, “These graphics are decent, but really, they’re nothing compared to the true power of the PS3.” True, but on the Playstation Network, the entire game only costs you $9.99, so the fact that Girl Fight doesn’t have the good looks of say, the latest Tekken or Street Fighter, makes the inferior graphics a matter of little import.
The story behind it? A surreptitious scientific organization called The Foundation kidnaps women with psychic powers (all coincidentally attractive) and then forces them to fight in virtual arenas. The goal? To create super psychic, super sexy soldiers, and hopefully ones that won’t use their enhanced strength to tear out the scientists’ spines. As far as stories go, it’s not exactly Philip K. Dick. But then, fighting games have rarely possessed coherent plots. After all, Mortal Kombat was never exactly Chuck Palahniuk, and Marvel Versus Capcom was never exactly, um, Michael Brian Bendis. (And you can tell that Hollywood has learned this lesson quite well…)
Of course, we don’t go to fighting games for a Poe fix: we go to wail on people we never would in real life! So what about the rest of Girl Fight? The demo, with a largely computerized yet sleek look, gives you the option to enter a fight, to train, to watch the credits, and also to customize your experience with a help/options menu (which lets you control volume, sounds, difficulty, time, vibration, and number of rounds). Training is a useful way to get the feel of Girl Fight, and it is a genuinely solid way to prepare for an enemy that eventually won’t just allow you to knock her around (unless you change the preferences so that your opponent will fight fire with fire). Moreover, the soundtrack for this demo is acceptable, ranging from a somewhat tolerable electronic track (which, however, I suspect could drive a man crazy given enough time) to a far superior metal track with impressive female vocals.
The control scheme doesn’t feel like anything new, which isn’t necessarily a bad thing. It just doesn’t really feel all that different from your typical Tekken or Street Fighter game, which I have to admit in that those games rarely get the controls wrong, if ever. You’ve got your punch, you’ve got your kick, and you’ve got your grapple. Unfortunately, jumping, by pressing circle while holding the left toggle stick up, feels awkward. This is especially the case if you try to land a leaping punch or a flying kick. Then we have the differences between the two fighters available, that is to say the lack of differences between the two scantily-clad competitors. True, they look as different as night and day (Warhawk is clearly a military career woman who just so happens to like showing off her midriff, and Chaos looks like Wonderland eventually became a post-apocalyptic wasteland), but they still fight similarly except that Chaos feels a little more like a brawler. Moreover, both characters deliver german suplexes when grappling from behind as opposed to the different moves they utilize when grappling from the front. Hopefully, the complete game will have more diversity in its roster’s combative diversity.
However, the singular inclusion of the “psi” power-ups helps make up for the game-play flaws. You get three in this demo (several more in the complete game) including “steel skin”, “life leech”, and “psi drain”. The first allows you to increase your defense, the second allows you to gain health whenever you strike, and the third allows you to gain more psi energy the more you dish out girl fury. These psi abilities last only a limited time, not long enough to become monotonous but short enough to add kick to what could have been a bland game-play experience. If there’s any reason to play Girl Fight besides imagining your all-female remake of Fight Club, it would be the psi abilities.
I had a decent amount of fun playing Girl Fight, and like me I think you’ll have fun acting out your gratuitous and unlikely fantasies. Girl Fight is available on the Playstaion Network for only $9.99: the complete game will get you eight female fighters, several more “doomsday” stages, and the ability to earn virtual currency which in turn will earn you new psi abilities, alternate costumes, back stories, and illustrations.
By Diego Hernandez
Having never played Sanctum before, but having read its description as a tower defense/ first person shooter, I wasn't really all that sure what to expect. Towers and guns combined? Really, I had no clue. Still, the idea of cool strategy combined with incendiary action sounded appealing, prompting me to download this most tantalizing of enigmas.
After being taken to the main menu and starting a new game (online multi-player is not available, sadly), the game takes you into a brief but still cool still-motion comic book cinema sequence. The artwork, maybe best described as a cross between the look of Jet Set Radio and the Penny Arcade comic strips, was truly impressive and well worth studying for minutes. Too bad then that the art didn't fully fit within my TV's TV's foot wide and fifteen inch tall screen, taking up more room than the screen could afford. Perhaps Sanctum 2 was designed with a plasma screen in mind?
After this cinema sequence, the demo drops you off at some sort of high-tech facility in first person shooter mode. At first, everything seems to be in due order: employees stand around chatting, and guns are put on display as if they’re bygone relics from some primitive past. However, as you progress through the building, things begin to quickly deteriorate. Eventually, it becomes apparent that the building is under attack, and you gain access to your first
two weapons (in this case an assault rifle and a voltaic hand cannon), eventually forced to kill a sole alien enemy. The graphics for this demo and the rest of the game are adequate; the graphics seem akin to an older Playstation 2
game but thankfully this doesn’t detract significantly from the game-play experience. However, as the Playstation Network charges only $14.99 for the whole game, the sufficient graphics feel like a fair deal. You also find out during the middle of your excursion that sprinting, by both holding down and pressing forward the left toggle stick, tends to be a pain in the ass. Thankfully, the rest of the default control settings feels like your standard FPS and presents no significant problems.
The battle starts only seconds after you move out of the building and into a wide area surrounded by many blocks and several towers packed on top. It is after you terminate another alien monster that enters the area
from a large cave-like dwelling that the game-play really starts to cook up. The goal of these primitive screwheads is to destroy the level's core, basically a large energy-producing orb. What's to stop them from accomplishing this, aside from your fire-power? Well, it turns out that all those blocks around the perimeter are in fact obstacles for the enemy, and it's your job to move them however you please in order to slow the advance of the attackers. Like where they are? Leave them be. Want to completely redesign your parameters? Go nuts. Thankfully, you get to add blocks to your already existent supply, so I spent my time preparing for the next invasion by placing several blocks near the cave's entrance to restrict the abominations' movements. You also get towers already set-up (in the demo you are restricted to cannon, gatling, and lightning) and points that you can use to build more towers or to upgrade the ones you already have. Like the blocks, the towers too can be moved and prove to be solid impediments to the march of the freaks, each tower having its own levels of speed and damage. If you place the right tower in the right place, the tower will probably end up blasting a solid number of your prey for you. Ultimately though, the strategy comes down to you. And you'll usually have plenty of time to build yourself the greatest battlefield that you can muster. Here's the pattern. First, you wipe out the sole alien. Then you get time to make whatever changes to the area that you want. After you press select, the enemies once again begin to barrel their way towards you. A useful feature is that in looking at the abyss from which the opponents will materialize from, you can see how many will attack and how many of which kind. This gives you a better sense of the fight you're about to get into and thus helps you plan more accordingly.
You also get allies in your fight against the extraterrestrial filth: they're mostly useful, but on both levels there's at least one inoperative "ally" who lies down and sobs (OK...). Unfortunately, you can't drop blocks on these worthless excuses for protoplasm, but strangely you can drop blocks on any other soldier standing in the way of your genius architecture, uh, "expiring" them in the process. (And for the curious, yes, you can drop a block on yourself, much to the chagrin of your health meter.) The enemies of this stage weren't too difficult to defeat: the two main enemies are a small and fast "screamer" that can eject some sort of poisonous miasma, and a large and brawny "walker" who will try to brawl and walk over you. If you want even more of a challenge, however, you can select different handicaps (or “feats of strength") off the options menu to give the enemy an edge but yourself the ability to gain even more experience points. Very cool.
After your first fight, you'll tally up the exp points you've picked up in the fight and more likely than not level up. This feature struck me as more akin to an role playing game, but still works wonders for the preview. I don't think it that audacious a guess that the leveling up will ratchet up the game's "addictability", especially since if you have the means to eviscerate your enemy if you spend enough time improving yourself, you really have no excuse not to play for another, say, eight hours.
In any event , after the exp point portion is done, you'll be taken to the character select screen. Here you’re given four different characters to select from, each with his/her/its own strengths. Skye Autumn, the squad leader that you used in the first duration of the demo, uses an assault rifle and is able to double jump. With an even supply of speed, power, and defense, Skye is your most well-rounded character. She’s also able to deal more damage for each hit on the alien. Then there’s Sweet Autumn, the younger sister and the grenade thrower. I suspect that her small size contributed to a lack of defense (she died and re-spawned more than any character I used), but this short-coming is
tempered by her great air support and ability to target lock enemies with her REX missile launcher. Simo the robot (bearing a remarkable resemblance to GERTY from the film Moon) is the marksman of the group. Though Simo is the slowest fighter, his sniper rifle provide exemplary accuracy as well as an useful zooming capability. He is also able to do more damage for every weak spot of the enemy he attacks. The last soldier of the group is Haigen Hawkins,
arguably the best character of the list. Though he’s not the fastest, the point-man of the team has great health, decent defense, and is able to deal out copious amounts of damage with his shotgun the closer he is to the enemy.
A problem presents itself while you try to choose your character, however. Or at least it did for me. The problem is that, much like the over-sized comic book pages, some of the details of the weapons are written in a tiny, blurred font
and are hard to make out. Still, you'll pretty much get an idea of what your weapon is once you use it to blast away at the barbaric hordes coming your way. Fortunately, the name of the weapons is also listed near the bottom of the screen in a bigger and more intelligible font.
The second level, a park, didn't feel radically different from the first although eventually it will prove to be more challenging. One hint as to this is that straight off the bat, a missing block in a line of them guarding off most access to the cave will easily allow your antagonists to clomp on over to your precious core. A quick insertion of a block in the gap solved that problem quite nicely, and I then focused most of my time producing the best buffers that I could (to spice things up, sometimes you're only given about thirty seconds to set up your war grounds). My favorite stratagem was to line up blocks to create pathways my foes were forced to move down, allowing me to control their direction and thus better determine their location even when my eyes weren’t on them. The number and variety of enemies was decent for the first level, but in the second the quality and quantity improved. This time you get a new monster, my favorite of the demo, a squid like monster called the "soaker": this was basically a walking Lovecraftian monstrosity
with a large, red, oblong head. True, it was convenient that it never attacks you, but it takes a good while to kill and is maddeningly relentless in its endeavor to destroy your core. Eliminate this sucker as fast as you can or expect dire consequences.
After the second level ends, you again get to rake in your hard-earned exp points and will also probably level up once more. After that, the demo ends, giving you a chance to buy the whole kit and kaboodle. Considering that this is a addictive combination of both the thinking man’s strategy game as well as the frantic action of the FPS along with a modest price, there aren’t too many reasons not to give Sanctum 2 a whirl, if not a purchase.
By Diego Hernandez
After much anticipation, the Wii U is finally out and in this video, I'll be doing a deboxing of the Deluxe Edition of the Nintendo Wii U. It's my first attempt at making a video... so I hope you guys enjoy it :)
Check out the unboxing of the PS Vita Assassin's Creed III Liberation Limited edition bundle that includes the Playstation Vita in white, a 4GB memory card, and the Assassin's Creed III Liberation Vita Game.
So, I downloaded this whopping 2GB Multiplayer demo with rather high hopes, as I’ve heard great things about the game that only NASA computers could play successfully. After E3 of last year, buzz swam all over about his great this game was going to be. So as I said, holding my hopes and head high, I jumped into the experience. After spending about 5 minutes waiting to be thrown into a match, which I mean my first match, that was closed to due to host issues, I awaited another few minutes of joining and disconnected matches. So once I finally was graced into a match lobby that started with no errors, I was finally allowed to start a match.
The weapons selection that is of the typical shooter setup for classes that you would see in a “Call of Duty” game, and that’s a bit more refreshing to me than the “Battlefield” setup, having gun classes. As you progress in level, you unlocked more gun classes to mess with. Sniper rifles, shotguns and assault rifles, such as the futuristic SCAR-H. I can’t really say anything bad about the weapons except that, unless you got a head shot with the sniper rifle, it took me quite a few rounds to drop any character. The demo allows the use of three kill streaks, which you have to hold the Y, or in the case of the PS3, the Triangle button, which would have been to have read that anywhere on the control mapping in the options. The demo did not allow any costuming of classes, which limited you to getting to see any real good fun with the class setups.
Actual game play:
Your sprint and jump is all based of an Energy meter, as well as two other things, which I’ll get into in a moment. So if you’re running and planning to one of the massive super jumps you’re allowed to do in the game, make sure you time it right. Also, the climbing of objects is rather interesting since you can pretty much jump and climb onto whatever is in your way. You have the ability to clock, and the ability to add an energy armor around you, which helps you take more damage. I was rather annoyed that I couldn’t go prone. You can only crouch and not completely lay down. Not being able to prone does make sense for games like BF2, where the maps are large and people love to snipe. Which such an under powered sniper rifle, and what seems like very lack luster sniping, pronging should be able to do. Also, using the above mentioned shield is something you need to get used to using in battle to avoid being killed by random campers, who like to sit in corners invisible and shoot you when you walk into the room.
From what I’ve seen of the game, I’ll give credit to a few things though. The visuals are spectacular. That is the best thing I can say I walked away with from this demo. It had great map designs, with wonderful graphics. The best I’ve seen too far of any game. The fact that you can use a predator style heat sensor is great for walking into a room to quickly scan, but it’s tricky to do since you have to use the D-pad to activate it. Some parts of the environment were destructible, and the water effects that will sometimes occur are also worth noting. As I walked under a small water fall and my visor had dripping water that went down and made the screen blurry.
I’d have to say my biggest pet peeve was that it had no microphone support. The best bet you can get of getting enemy locations is the small skulls that popup, like COD, and that someone will yell out in game “Enemy located near the green houses” which is awesome, except that there’s about 4 of them, and finding which one is a pain. Also, when trying to connect with a party, we were split up into opposing teams, and connected/ host migrated every time we tried to join. Matches are dropped way too much.
All in all, the only thing that sets this game apart is the visuals. Being a multi-player power house on console? Probably not. I expect to well in the PC community, but I don’t think it will be COD, Halo, or BF2(PR 3 once its made) killer.
by Sean Chapman